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About SuperSaiyan3

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  1. SuperSaiyan3

    design question: target damage display: best methods?

      odd, i recall seeing bars over all of them, but only the guy the player was fighting had his bar go down, of course. perhaps they were highlighted and not so highlighted and i didn't notice.  they did seem to use alpha blending to fade in / out.    either way, what you describe is still the raypick method, where you only get readouts on the target you look at. i take it you only fight one bad guy at a time in Kingdoms of Amalur (not very realistic), so raypick has no disadvantages there. but in something like skyrim, if you're backed into a corner of a room with badguys banging on you from 3 directions, you can lose a second or two just turning around to figure out the weakest one (IE the one to kill first).   guess its the usual trade off. indicators for all targets is more informative, but more clutter. indicators for just one target is less informative, but less clutter.   what about indicators only for close injured targets, where "close" is a function of the range of the player's current weapon? so melee weapons would show damaged target health within 10 feet, and pistols out to 50 feet, etc. that cuts out the clutter of uninjured targets and distant targets.   temporary indicators (only display health for a few seconds after it changes from taking damage) are probably a bad idea. the player may not notice them before they disappear (lydia's health in skyrim - or maybe she just heals REALLY fast! <g>), and once they do, its on the player to remember what they said.   so whats better, a health bar, or numbers of some sort?   numbers are precise...  health bars can be nicer looking graphics...but can be hard to read (fallout3 item condition).   First, according to the video I watched a moment ago, where the hero of Kingdoms of Amalur was surrounded by about a dozen enemies, there could really be just one enemy at a time that displays its health bar. Perhaps the video you watched had the "target enemy" changed so frequently that it is difficult to recognize that.   Second, in fact, I don't think the "enemy's health bar problem" really matters a lot. In some games, the enemies, even the heroes don't have health bars. For example, in Fable III, none of the enemies have any health bars; you even don't have any idea whether the enemy is slightly wounded or severely wounded. (A compensate for this, however, is that whenever an enemy is knocked down, you can kill it with just one blow using your melee weapon.) And the hero himself doesn't have a health bar, either. (Luckily, if the hero is seriously injured, the system will warn you by giving the screen a red look as well as showing the potions available.) But this game is really not bad at all. Perhaps it had something to do with the fact that the combat in this game is very easy (although I often get severely injured) and the hero can respawn nearly infinite times with just a little side effects.   Third and the last, I think the "just show one enemy's health bar" method as I mentioned in Kingdoms of Amalur is really wonderful. You said that when you are surrounded by some bad guys in the corner in Skyrim, you wanted to know who had the lowest health so you could decide whom to kill first. Well, if some game would allow this to happen, maybe it should make the hero possible to somehow get away from them, like by practising a special combat technique; or you can cast an AOE magic that strikes all enemies equally so you don't have to worry about their health conditions. Oh, by the way, if you can still determine which guy to kill first, that means they are not close enough to you, then you can try to dodge (or some other similar move) to get away from them; if they are indeed close to you, then, like in Kingdoms of Amalur, where most weapons can simultaneously attack multiple enemies as long as they are close enough to each other, you can just attack them blindly with your weapons.
  2. SuperSaiyan3

    design question: target damage display: best methods?

      for those not familiar with the title, a You Tube game play video indicates they use health bars over all targets, whether they are wounded or not.   the game's website was down at the time.   i only watched a couple minutes of the video, and never saw more than 3 targets on screen at once.   for a low number of targets, the clutter is not bad.   but if you were facing 50 bad guys at once, all you'd see was health bars beyond the first couple ranks of units.     Well, according to my experience, there could be at least as many as 20 enemies attacking you at the same time (of course, not strictly "attacking" you, but waiting to attack you) in the game of Kingdoms of Amalur. But the excellent way the game showed the health bars of the enemies is like this: at each moment, there could be only one enemy that "draws" the hero's attention; that is to say, only one of the surrounding enemies has its health bar displayed. I don't know the exact way of doing this, but according to my conjecture, if there's at least one enemy "in front of" the hero, then that enemy with its health bar displayed is the one nearest to the hero among them; if there are no enemies in front of the hero, then a similar approach is applied, but this time, it chooses one of the enemies behind the hero. And most of the time, unless you are casting an AOE, you can only hit the guy with its health bar displayed.   Sometimes the foe with its health condition displayed is not exactly the one you're interested in for now; don't worry, you can walk around or simply rotate the camera, and the poor guy that catches the hero's attention will likely to change.   So this method both gives the player enough information about the enemies' health conditions and keep the screen from becoming a mess. I think that's really an excellent idea.
  3. SuperSaiyan3

    design question: target damage display: best methods?

    Well, I suppose the style in Kingdoms of Amalur is very good. You may wish to take a look at it.
  4.   I found something interesting ... Having seen nothing more could be done with VS 2012, I tried to open Hieroglyph3_Desktop with VS 2013. I followed the same ideas, but this time things were different... The restoration takes a little more time, and during the build, it seems to be downloading something, which makes the build extremely slow. Still, the build ended up with a few errors. But I think some of the messages in the error list during the build might be helpful: 2>------ Rebuild All started: Project: Hieroglyph3_Desktop, Configuration: Debug Win32 ------ 2> restoring NuGet package... 2> If you want to prevent NuGet from downloading packages during build, pleas open the "Visual Studio options" dialog box, click the "package manager" node and deselect "Allow NuGet to download missing packages". 2> Installing 'directxtk'. 2> Successfully installed 'directxtk'. Then I opened the solution with VS 2012 again, and during the build, it took some more time, too. Unfortunately, it ended up with some errors, too. Since this time there are too many lines in the error list, I choose not to paste any here.   Then, I thought that may have something to do with the Tools->Options->Package Manager configuration, so I deleted the messed-up Hieroglyph3 folder, copy the original one, and opened it with vs 2012 once again. This time, I paid attention to that configuration, but everything seemed normal...   Well, you may have guessed... After the restoring and build, everything remain the same.   So, basically, I think I have found why it didn't work------VS 2012 somehow "forgot" to download the necessary packages during build. The question is: how to fix this problem?   Or perhaps the answer lies in the difference between the professional edition and the ultimate edition? My vs 2013 is professional, while vs 2012 is ultimate...
  5.   Yeah, I did what you said. But everything remains the same. I found that in the Hieroglyph3 folder, there will be a subfolder named .nuget after the restoring, and it contains three files: an XML Configuration File, an executable named NuGet, and NuGet.targets.   Is that all right? If not, what shall I do?
  6. OK, I selected Hieroglyph3_Desktop project in the solution explorer, right-clicked it and selected "Rebuild", and the error message is as follows: 1>------ Rebuild All started: Project: LuaLib, Configuration: Debug Win32 ------ 1> lzio.c 1> lvm.c 1> lundump.c 1> ltm.c 1> ltablib.c 1> ltable.c 1> lstrlib.c 1> lstring.c 1> lstate.c 1> lparser.c 1> loslib.c 1> lopcodes.c 1> lobject.c 1> loadlib.c 1> lmem.c 1> lmathlib.c 1> llex.c 1> liolib.c 1> linit.c 1> lgc.c 1> Generating Code... 1> Compiling... 1> lfunc.c 1> ldump.c 1> ldo.c 1> ldebug.c 1> ldblib.c 1> lcode.c 1> lbaselib.c 1> lauxlib.c 1> lapi.c 1> Generating Code... 1> LuaLib.vcxproj -> F:\Practical Rendering and Computation with D3D 11\Hieroglyph3\Dependencies\lua-5.1.4\LuaLib\Bin\Win32\Debug\LuaLib.lib 2>------ Rebuild All started: Project: Hieroglyph3_Desktop, Configuration: Debug Win32 ------ 2>F:\Practical Rendering and Computation with D3D 11\Hieroglyph3\Source\Hieroglyph3_Desktop.vcxproj(754,5): error : This project references NuGet package(s) that are missing on this computer. Enable NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is ..\packages\directxtk.\build\native\directxtk.targets. ========== Rebuild All: 1 succeeded, 1 failed, 0 skipped ==========
  7.   No, I opened it with VS 2012 ultimate edition. And if I open it with VS 2013, after being built, it will report 41 errors...   So I am really looking forward to your updating to the vs 2013 edition; after all, that's the main developing environment for me.   By the way, when I open the VS 2012, it reminds me of some updates. Could that be the reason?
  8.   Yeah, thank you so much! I followed what you said, and after a while, I can see there is a nuget folder in the solution explorer. The problem is ... after built, it still reports errors. It says 1 succeeded, 22 failed. Since the error message is so long, I'll just copy the last few lines here: 23>f:\practical rendering and computation with d3d 11\hieroglyph3\applications\particlestorm\particlesystemactor.cpp(12): fatal error C1083: Cannot open include file: 'PCH.h': No such file or directory 23> Generating Code... 15> App.cpp 15>f:\practical rendering and computation with d3d 11\hieroglyph3\applications\lightprepass\app.h(10): fatal error C1083: Cannot open include file: 'RenderApplication.h': No such file or directory 15> Generating Code... and if I click the "Local Windows Debugger" button in the toolbox, it will generate a message: 1>F:\Practical Rendering and Computation with D3D 11\Hieroglyph3\Source\Hieroglyph3_Desktop.vcxproj(754,5): error : This project references NuGet package(s) that are missing on this computer. Enable NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is ..\packages\directxtk.\build\native\directxtk.targets. So what's the problem? What can I do to fix it?
  9. Sometimes it feels great to use toon-style shading. Some people prefer 2D cartoons to 3D animation animation films, but creating 2D games might sometimes be even more laborious than making 3D games. So this cartoon-style shading provides a wonderful balance.   But what are the specific steps to achieving toon-style shading effects? Or perhaps more accurately, since there are quite a number of difference techniques available, what is the simplest, yet visually-acceptable method? The shading style like in the game Spider-man: Shattered Dimensions, or The Walking Dead seires?
  10.   That's the problem. I don't know how to link anything to this very, very big project... And if I'm not supposed to use NuGet, where can I find the DXTK?
  11. Although lighting is very fundamental in DirectX programming, but there's one pitfall that can sometimes reduce the fun of a game: we can't SEE the LIGHT itself! Instead, only when the light strikes some object in the game scene can we know that it really exists! But sometimes, if we can ''directly see'' the light itself, the effects would be more interesting. For example, in many games, while holdinga flashlight at night, you can directly see the light beam emitted by it.   The problem is: what do we need to do in order to implement it? We already know that in real life, the reason for our being able to see a light beam is that the atmosphere is full of tiny particles; but in games, basically everything exists in vacuum, and it's of course impractical to create many small particles and let them reflect the light. So what can we do?   I think this technique is a bit like producing shadows. But am I right?
  12.     Well, I opened Hieroglyph3_Desktop.sln with VS 2012 Ultimate Edition, and after building it, it said:   error : This project references NuGet package(s) that are missing on this computer. Enable NuGet Package Restore to download them.  For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is ..\packages\directxtk.\build\native\directxtk.targets.   So what exactlly is NuGet? And what can I do to get around this problem? Thank you very much!
  13. But what do I need to do after the installation? That's the major problem. Can you help me? Thanks a lot. ^_^
  14.     Thanks a lot! Seems you have tried this new version and played with it for some time. That's great!   But I still get a few questions to ask. Where can I obtain Windows SDK 8.0 (Lua, DirectXTK)? What location should I install them into? This book, I know, would be a little difficult for me; but never the "get it up and running" part. How I wish there is a detailed intruction (even better with pictures!) on how to use this framework!
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